diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-09-08 22:58:07 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-09-08 22:58:07 +0400 |
commit | 9b31cba74e2bd84e9988ebdab723e6e43f9b8357 (patch) | |
tree | fb8e8e539247f916784fb967387641f7a9291ace /intern/cycles/kernel/svm/bsdf_ward.h | |
parent | 6b134ae357188358f1437650924ab38886386860 (diff) |
Cycles: some warning fixes, cpu device task tweaks, avoid unnecessary
tonemap in non-viewport render, and some utility functions.
Diffstat (limited to 'intern/cycles/kernel/svm/bsdf_ward.h')
-rw-r--r-- | intern/cycles/kernel/svm/bsdf_ward.h | 42 |
1 files changed, 21 insertions, 21 deletions
diff --git a/intern/cycles/kernel/svm/bsdf_ward.h b/intern/cycles/kernel/svm/bsdf_ward.h index 6680644a1a7..18967b3981e 100644 --- a/intern/cycles/kernel/svm/bsdf_ward.h +++ b/intern/cycles/kernel/svm/bsdf_ward.h @@ -46,12 +46,11 @@ typedef struct BsdfWardClosure { __device void bsdf_ward_setup(ShaderData *sd, float3 N, float3 T, float ax, float ay) { - BsdfWardClosure *self = (BsdfWardClosure*)sd->svm_closure_data; + float m_ax = clamp(ax, 1e-5f, 1.0f); + float m_ay = clamp(ay, 1e-5f, 1.0f); - //self->m_N = N; - //self->m_T = T; - self->m_ax = clamp(ax, 1e-5f, 1.0f); - self->m_ay = clamp(ay, 1e-5f, 1.0f); + sd->svm_closure_data0 = m_ax; + sd->svm_closure_data1 = m_ay; sd->svm_closure = CLOSURE_BSDF_WARD_ID; sd->flag |= SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY; @@ -59,35 +58,35 @@ __device void bsdf_ward_setup(ShaderData *sd, float3 N, float3 T, float ax, floa __device void bsdf_ward_blur(ShaderData *sd, float roughness) { - BsdfWardClosure *self = (BsdfWardClosure*)sd->svm_closure_data; - - self->m_ax = fmaxf(roughness, self->m_ax); - self->m_ay = fmaxf(roughness, self->m_ay); + sd->svm_closure_data0 = fmaxf(roughness, sd->svm_closure_data0); + sd->svm_closure_data1 = fmaxf(roughness, sd->svm_closure_data1); } __device float3 bsdf_ward_eval_reflect(const ShaderData *sd, const float3 I, const float3 omega_in, float *pdf) { - const BsdfWardClosure *self = (const BsdfWardClosure*)sd->svm_closure_data; + float m_ax = sd->svm_closure_data0; + float m_ay = sd->svm_closure_data1; float3 m_N = sd->N; float3 m_T = normalize(sd->dPdu); float cosNO = dot(m_N, I); float cosNI = dot(m_N, omega_in); + if(cosNI > 0 && cosNO > 0) { // get half vector and get x,y basis on the surface for anisotropy float3 H = normalize(omega_in + I); // normalize needed for pdf float3 X, Y; make_orthonormals_tangent(m_N, m_T, &X, &Y); // eq. 4 - float dotx = dot(H, X) / self->m_ax; - float doty = dot(H, Y) / self->m_ay; + float dotx = dot(H, X) / m_ax; + float doty = dot(H, Y) / m_ay; float dotn = dot(H, m_N); float exp_arg = (dotx * dotx + doty * doty) / (dotn * dotn); - float denom = (4 * M_PI_F * self->m_ax * self->m_ay * sqrtf(cosNO * cosNI)); + float denom = (4 * M_PI_F * m_ax * m_ay * sqrtf(cosNO * cosNI)); float exp_val = expf(-exp_arg); float out = cosNI * exp_val / denom; float oh = dot(H, I); - denom = 4 * M_PI_F * self->m_ax * self->m_ay * oh * dotn * dotn * dotn; + denom = 4 * M_PI_F * m_ax * m_ay * oh * dotn * dotn * dotn; *pdf = exp_val / denom; return make_float3 (out, out, out); } @@ -106,7 +105,8 @@ __device float bsdf_ward_albedo(const ShaderData *sd, const float3 I) __device int bsdf_ward_sample(const ShaderData *sd, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf) { - const BsdfWardClosure *self = (const BsdfWardClosure*)sd->svm_closure_data; + float m_ax = sd->svm_closure_data0; + float m_ay = sd->svm_closure_data1; float3 m_N = sd->N; float3 m_T = normalize(sd->dPdu); @@ -120,7 +120,7 @@ __device int bsdf_ward_sample(const ShaderData *sd, float randu, float randv, fl //ttoutput angle in the right quadrant) // we take advantage of cos(atan(x)) == 1/sqrt(1+x^2) //tttt and sin(atan(x)) == x/sqrt(1+x^2) - float alphaRatio = self->m_ay / self->m_ax; + float alphaRatio = m_ay / m_ax; float cosPhi, sinPhi; if(randu < 0.25f) { float val = 4 * randu; @@ -149,7 +149,7 @@ __device int bsdf_ward_sample(const ShaderData *sd, float randu, float randv, fl // eq. 6 // we take advantage of cos(atan(x)) == 1/sqrt(1+x^2) //tttt and sin(atan(x)) == x/sqrt(1+x^2) - float thetaDenom = (cosPhi * cosPhi) / (self->m_ax * self->m_ax) + (sinPhi * sinPhi) / (self->m_ay * self->m_ay); + float thetaDenom = (cosPhi * cosPhi) / (m_ax * m_ax) + (sinPhi * sinPhi) / (m_ay * m_ay); float tanTheta2 = -logf(1 - randv) / thetaDenom; float cosTheta = 1 / sqrtf(1 + tanTheta2); float sinTheta = cosTheta * sqrtf(tanTheta2); @@ -159,8 +159,8 @@ __device int bsdf_ward_sample(const ShaderData *sd, float randu, float randv, fl h.y = sinTheta * sinPhi; h.z = cosTheta; // compute terms that are easier in local space - float dotx = h.x / self->m_ax; - float doty = h.y / self->m_ay; + float dotx = h.x / m_ax; + float doty = h.y / m_ay; float dotn = h.z; // transform to world space h = h.x * X + h.y * Y + h.z * m_N; @@ -172,10 +172,10 @@ __device int bsdf_ward_sample(const ShaderData *sd, float randu, float randv, fl if(cosNI > 0) { // eq. 9 float exp_arg = (dotx * dotx + doty * doty) / (dotn * dotn); - float denom = 4 * M_PI_F * self->m_ax * self->m_ay * oh * dotn * dotn * dotn; + float denom = 4 * M_PI_F * m_ax * m_ay * oh * dotn * dotn * dotn; *pdf = expf(-exp_arg) / denom; // compiler will reuse expressions already computed - denom = (4 * M_PI_F * self->m_ax * self->m_ay * sqrtf(cosNO * cosNI)); + denom = (4 * M_PI_F * m_ax * m_ay * sqrtf(cosNO * cosNI)); float power = cosNI * expf(-exp_arg) / denom; *eval = make_float3(power, power, power); #ifdef __RAY_DIFFERENTIALS__ |